Venom: Let There Be Carnage Mid-Credits Scene Was ‘100% In Flux,’ Andy Serkis Says

SPOILERS AHEAD for Venom: Let There Be Carnage.

Venom: Let There Be Carnage's mid-credits scene teases what quite possibly may be one of the most anticipated moments fans have been waiting for since we first knew Tom Hardy would become Venom. However, according to director Andy Serkis, the scene was "100% in flux" and only came together late in production.

Yes, Tom Hardy's Venom is now on a crash course with Tom Holland's Spider-Man from the MCU and fans couldn't be happier. While the mid-credits scene was a fantastic set-up of what's to come, Spider-Man was, at certain moments, set to play a bigger role in Venom: Let There Be Carnage's story. That obviously did not happen, and it was only one example of how "in flux" the decision of when and where Holland's Spider-Man would arrive was.

"100 percent in flux, yeah. It couldn’t have been more in flux-y if you tried. (Laughs.) Yeah, of course, it was something that they talked about from before I even came on to the movie," Serkis said in an interview with The Hollywood Reporter. "There were moments where he [Spider-Man] was going to be in the story, potentially, and then he wasn’t.

"But no, we decided that we wanted to really examine the Venom-verse first. So as we were going through principal photography, the inevitable discussions had to be had, but it wasn’t until very, very late on that we reached the precise notion of the teaser that we wanted to lay in there."

For those who may not have seen the film but were curious about this mid-credits scene, the reveal happened in a hotel room Eddie/Venom were staying in. Venom tells Eddie that he has seen things he couldn't comprehend, like other universes, and he offers Eddie a chance to see what he means.

Venom and Eddie then find themselves in a nicer hotel room with a TV that has J.K. Simmons' J. Jonah Jameson on it. In this particular segment, Jameson is outing Tom Holland's Peter Parker and is mostly similar to the one we saw at the end of Spider-Man: Far From Home.

Is Venom now in the MCU? Is this an alternate timeline where they can both be together in a way that doesn't impact the main timeline the films take place in? Right now, it's anybody's guess, but it's an exciting tease of things to come. Who knows, Venom may even make an appearance in Spider-Man: No Way Home.

For more on Venom: Let There Be Carnage, check out our review of the film, our discussion as to whether or not Carnage is actually dead, and our biggest WTF questions that still remain.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Venom: Let There Be Carnage Mid-Credits Scene Was ‘100% In Flux,’ Andy Serkis Says

SPOILERS AHEAD for Venom: Let There Be Carnage.

Venom: Let There Be Carnage's mid-credits scene teases what quite possibly may be one of the most anticipated moments fans have been waiting for since we first knew Tom Hardy would become Venom. However, according to director Andy Serkis, the scene was "100% in flux" and only came together late in production.

Yes, Tom Hardy's Venom is now on a crash course with Tom Holland's Spider-Man from the MCU and fans couldn't be happier. While the mid-credits scene was a fantastic set-up of what's to come, Spider-Man was, at certain moments, set to play a bigger role in Venom: Let There Be Carnage's story. That obviously did not happen, and it was only one example of how "in flux" the decision of when and where Holland's Spider-Man would arrive was.

"100 percent in flux, yeah. It couldn’t have been more in flux-y if you tried. (Laughs.) Yeah, of course, it was something that they talked about from before I even came on to the movie," Serkis said in an interview with The Hollywood Reporter. "There were moments where he [Spider-Man] was going to be in the story, potentially, and then he wasn’t.

"But no, we decided that we wanted to really examine the Venom-verse first. So as we were going through principal photography, the inevitable discussions had to be had, but it wasn’t until very, very late on that we reached the precise notion of the teaser that we wanted to lay in there."

For those who may not have seen the film but were curious about this mid-credits scene, the reveal happened in a hotel room Eddie/Venom were staying in. Venom tells Eddie that he has seen things he couldn't comprehend, like other universes, and he offers Eddie a chance to see what he means.

Venom does whatever it is he does and Eddie finds himself in a nicer hotel room with a TV that has J.K. Simmons' J. Jonah Jameson on it. In this particular segment, Jameson is outing Tom Holland's Peter Parker and is mostly similar to the one we saw at the end of Spider-Man: Far From Home.

Is Venom now in the MCU? Is this an alternate timeline where they can both be together in a way that doesn't impact the main timeline the films take place in? Right now, it's anybody's guess, but it's an exciting tease of things to come. Who knows, Venom may even make an appearance in Spider-Man: No Way Home.

For more on Venom: Let There Be Carnage, check out our review of the film, our discussion as to whether or not Carnage is actually dead, and our biggest WTF questions that still remain.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Shang-Chi and the Legend of the Ten Rings’ Blu-ray Deleted Scenes Deepen Some Of Its Key Relationships

Marvel's Shang-Chi and the Legend of the Ten Rings will officially be released on 4K Ultra HD, Blu-Ray, and DVD on November 30 with 11 deleted scenes that look to potentially deepen and expand on the film's characters and relationships.

Shang-Chi will become available digitally on Disney+ and such digital stores as Apple TV, Prime Video, and Vudu on November 12, but those who still choose to purchase physical media will be able to enjoy all these special features at any time.

While Shang-Chi star Florian Munteanu already teased one of the deleted scenes featuring his character Razor Fist, there are plenty more exciting scenes that just didn't quite make the final cut of the film. These include;

  • They’re Waiting – Shang-Chi and Katy connect with Xialing over a call.
  • Take a Shot – Katy has a moment of resolve during a battle.
  • Apology – Years after his sudden absence, Shang-Chi tries to apologize to Xialing.
  • I’m Here – Shang-Chi and Katy have a conversation in the alley. Katy reassures Shang-Chi that she will always be his support system.
  • Pep Talk – In order to turn the tide, Razor Fist encourages Katy during the middle of a battle.
  • Greatness – Trevor and Katy bond over passions in their getaway car.
  • Escape Tunnel – The gang slips out through Trevor's escape tunnel in order to secure a getaway vehicle.
  • Two Sons – Xu Wenwu compares Shang-Chi and Razor Fist during a tense dinner.
  • Postcard – Shang-Chi and Xu Wenwu reunite as father and son. Shang-Chi makes it clear he disagrees with Xu Wenwu's philosophy.
  • Just Friends – Katy and Xialing get to know each other. Xialing asks Katy some personal questions.
  • Do It Yourself – Xu Wenwu returns to his empire after the Iron Gang boss is captured.

Alongside these deleted scenes, other special features include a Gag Reel, a behind-the-scenes feature called Building the Legacy, a deep dive into Shang-Chi and Xu Wenwu's relationship, and Audio Commentary with director Destin Daniel Cretton and writer Dave Callaham.

Shang-Chi has been a huge hit for Marvel and its decision to keep it exclusively in theaters, as it recently surpassed $386 million in ticket sales globally and became the first film in the pandemic to reach $206 million at the domestic box office.

In our Shang-Chi and the Legend of the Ten Rings review, we said that it "is a confident introduction to Marvel’s first Asian superhero, delivering the MCU’s best fight choreography and one of its most emotionally complex villains."

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Shang-Chi and the Legend of the Ten Rings’ Blu-ray Deleted Scenes Deepen Some Of Its Key Relationships

Marvel's Shang-Chi and the Legend of the Ten Rings will officially be released on 4K Ultra HD, Blu-Ray, and DVD on November 30 with 11 deleted scenes that look to potentially deepen and expand on the film's characters and relationships.

Shang-Chi will become available digitally on Disney+ and such digital stores as Apple TV, Prime Video, and Vudu on November 12, but those who still choose to purchase physical media will be able to enjoy all these special features at any time.

While Shang-Chi star Florian Munteanu already teased one of the deleted scenes featuring his character Razor Fist, there are plenty more exciting scenes that just didn't quite make the final cut of the film. These include;

  • They’re Waiting – Shang-Chi and Katy connect with Xialing over a call.
  • Take a Shot – Katy has a moment of resolve during a battle.
  • Apology – Years after his sudden absence, Shang-Chi tries to apologize to Xialing.
  • I’m Here – Shang-Chi and Katy have a conversation in the alley. Katy reassures Shang-Chi that she will always be his support system.
  • Pep Talk – In order to turn the tide, Razor Fist encourages Katy during the middle of a battle.
  • Greatness – Trevor and Katy bond over passions in their getaway car.
  • Escape Tunnel – The gang slips out through Trevor's escape tunnel in order to secure a getaway vehicle.
  • Two Sons – Xu Wenwu compares Shang-Chi and Razor Fist during a tense dinner.
  • Postcard – Shang-Chi and Xu Wenwu reunite as father and son. Shang-Chi makes it clear he disagrees with Xu Wenwu's philosophy.
  • Just Friends – Katy and Xialing get to know each other. Xialing asks Katy some personal questions.
  • Do It Yourself – Xu Wenwu returns to his empire after the Iron Gang boss is captured.

Alongside these deleted scenes, other special features include a Gag Reel, a behind-the-scenes feature called Building the Legacy, a deep dive into Shang-Chi and Xu Wenwu's relationship, and Audio Commentary with director Destin Daniel Cretton and writer Dave Callaham.

Shang-Chi has been a huge hit for Marvel and its decision to keep it exclusively in theaters, as it recently surpassed $386 million in ticket sales globally and became the first film in the pandemic to reach $206 million at the domestic box office.

In our Shang-Chi and the Legend of the Ten Rings review, we said that it "is a confident introduction to Marvel’s first Asian superhero, delivering the MCU’s best fight choreography and one of its most emotionally complex villains."

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Metroid Prime 3: Corruption May Have Been Open World If The Wii Was More Powerful

Bryan Walker, who was Retro Studios' director of development and producer until 2012, revealed that Metroid Prime 3: Corruption could have been an open world game that featured a heavier gameplay focus on Samus' ship if, among other reasons, the Wii was a bit more powerful.

As reported by VGC, Walker detailed these development stories on Kiwi Talkz and shared that Metroid Prime's series director Mark Pacini had much more ambitious plans for this third entry than what ended up being in the shipped game. Unfortunately, some of the ideas were a bit too big for the time.

“Mark came forward with an interesting twist in the vision and some of the formulas for Metroid Prime 3, compared to Metroid Prime 2,” Walker said. “We wanted to a great degree leverage the ship as a playable asset, and we had that to some degree in Prime 3 but Mark was thinking much more ambitiously.

“There was also an open world that was much less linear that he was proposing and the team was excited about. We weren’t able to prototype a lot of those because they were really big. We did have some ship prototypes, but the open-world one was much bigger.

“In fact, Mark printed out as one of his visual aids this origami Samus ship. He had taken the mesh of the Samus ship and used a program that basically unfolded it into what he could then turn into a paper model. So we had this cardboard Samus ship that he had coloured in and it looked great! I think we could sell it today.”

He continued to say that the specs of the Nintendo Wii, which were behind that of the PS3 and Xbox 360, could also have been one of the reasons these grand ideas never saw the light of day.

"We knew what the Xbox 360 was going to have, when knew what the PS3 was going to have and the initial specs we were looking at [for Wii] were not competitive from a hardware and memory standpoint… there were all these disadvantages,” Walker said. "We were a little concerned, to be blunt, and then they rolled out the Wii Remote and kind of in unison the team went, ‘ah! Ok.’"

Despite this, Walker is proud of what Metroid Prime 3 ended up being. At IGN, we share that sentiment as we gave it a 9.5/10 and called it a "spectacular must-own experience and one of Wii's defining games."

“We may have fallen short of our goals with Prime 3 in not being able to expand the formula a bit," Walker concluded. "We’re still very, very proud of Prime 3, it turned out to be a fantastic game, but I would be very interested to see what the response would be, especially the fan community, to the expanded ship and the non-linear experience that we were touching upon.”

Will some of these ideas end up in Metroid Prime 4 when it is finally released on Nintendo Switch? While that question may not be answered for some time, fans only have a few more days to wait until Samus' newest adventure begins in Metroid Dread.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Metroid Prime 3: Corruption May Have Been Open World If The Wii Was More Powerful

Bryan Walker, who was Retro Studios' director of development and producer until 2012, revealed that Metroid Prime 3: Corruption could have been an open world game that featured a heavier gameplay focus on Samus' ship if, among other reasons, the Wii was a bit more powerful.

As reported by VGC, Walker detailed these development stories on Kiwi Talkz and shared that Metroid Prime's series director Mark Pacini had much more ambitious plans for this third entry than what ended up being in the shipped game. Unfortunately, some of the ideas were a bit too big for the time.

“Mark came forward with an interesting twist in the vision and some of the formulas for Metroid Prime 3, compared to Metroid Prime 2,” Walker said. “We wanted to a great degree leverage the ship as a playable asset, and we had that to some degree in Prime 3 but Mark was thinking much more ambitiously.

“There was also an open world that was much less linear that he was proposing and the team was excited about. We weren’t able to prototype a lot of those because they were really big. We did have some ship prototypes, but the open-world one was much bigger.

“In fact, Mark printed out as one of his visual aids this origami Samus ship. He had taken the mesh of the Samus ship and used a program that basically unfolded it into what he could then turn into a paper model. So we had this cardboard Samus ship that he had coloured in and it looked great! I think we could sell it today.”

He continued to say that the specs of the Nintendo Wii, which were behind that of the PS3 and Xbox 360, could also have been one of the reasons these grand ideas never saw the light of day.

"We knew what the Xbox 360 was going to have, when knew what the PS3 was going to have and the initial specs we were looking at [for Wii] were not competitive from a hardware and memory standpoint… there were all these disadvantages,” Walker said. "We were a little concerned, to be blunt, and then they rolled out the Wii Remote and kind of in unison the team went, ‘ah! Ok.’"

Despite this, Walker is proud of what Metroid Prime 3 ended up being. At IGN, we share that sentiment as we gave it a 9.5/10 and called it a "spectacular must-own experience and one of Wii's defining games."

“We may have fallen short of our goals with Prime 3 in not being able to expand the formula a bit," Walker concluded. "We’re still very, very proud of Prime 3, it turned out to be a fantastic game, but I would be very interested to see what the response would be, especially the fan community, to the expanded ship and the non-linear experience that we were touching upon.”

Will some of these ideas end up in Metroid Prime 4 when it is finally released on Nintendo Switch? While that question may not be answered for some time, fans only have a few more days to wait until Samus' newest adventure begins in Metroid Dread.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Halo Infinite Accessibility Features Detailed by 343 Industries

Alongside Xbox reiterating its commitment to making games more accessible for the "estimated more than 400 million gamers with disabilities across the globe," 343 Industries has given a sneak peek at some of the accessibility features coming to Halo Infinite.

These updates and many more were part of Microsoft's Xbox Accessibility Showcase, and 343 Industries' Paige Johnson stopped by to share some of the accessible and customizable features that will be part of Halo Infinite when it is released on December 8, 2021.

The team's goal was to "make the newest journey into the Halo universe more accessible to as many gamers as possible." This includes veterans of the series and those who "struggled to play due to barriers that hadn't previously been accounted for."

Some of these new features, as detailed by 343 Industries, include;

  • For Subtitles:
    • Adjust the font size
    • Adjust the background opacity
    • Enable color coding of dialogue per speaker
    • Choose whether you’d like subtitles for all dialogue or just dialogue related to the narrative in Campaign
  • Customize menu and gameplay font size
  • Menu narration with adjustable narration speed for those who commonly utilize screen readers
  • A new mode called “Linear Navigation” that lets users navigate through the UI without the need to visually see how controls are positioned on-screen to access them
  • Option of changing the friendly and enemy colors to include more options than just red versus blue
  • More UI settings, such as HUD (Heads-up Display) and reticle opacity to make it easier to identify information in the HUD
  • Text-to-speech and speech-to-text options for players that want to participate in Voice Chat and either need to send synthesized voice or receive voice chat as synthesized text
  • New customizations for players to control their sound experience with different volume sliders for a variety of sounds in the game
  • Customizability for both controller and Keyboard and Mouse to rebind keys, adjust sensitivity, and change to taps and toggles versus holds
  • A new Movement Assisted Steering feature, which lets you use additional controls to help steer wheeled vehicles rather than just the classic “look-to-steer” mechanic

343 also strongly believes that "representation in gaming matters." To live up to that mantra, it has worked with such organizations as Warfighter Engaged to "offer new prosthetic options for gamers to customize their Spartans."

According to 343, "accessibility is a journey," and it promises to continue to update Halo Infinite "in ways that empower as many people as possible to battle alongside the Master Chief."

Microsoft also revealed some of its plans to improve accessibility on Xbox, including adding new Game Accessibility Feature Tags on the Microsoft Store to help the Gaming & Disability community know what games have any of a list of 20 accessibility features implemented. These include "Narrated Game Menus, Subtitle options, Input Remapping, Full keyboard support, and Single Stick Gameplay."

There will also be other new features launching on Xbox soon, including Quick Settings, Color Filters, Night Mode Display, Globalization of Speech-to-Text / Text-to-Speech Chat Settings, and more.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Halo Infinite Accessibility Features Detailed by 343 Industries

Alongside Xbox reiterating its commitment to making games more accessible for the "estimated more than 400 million gamers with disabilities across the globe," 343 Industries has given a sneak peek at some of the accessibility features coming to Halo Infinite.

These updates and many more were part of Microsoft's Xbox Accessibility Showcase, and 343 Industries' Paige Johnson stopped by to share some of the accessible and customizable features that will be part of Halo Infinite when it is released on December 8, 2021.

The team's goal was to "make the newest journey into the Halo universe more accessible to as many gamers as possible." This includes veterans of the series and those who "struggled to play due to barriers that hadn't previously been accounted for."

Some of these new features, as detailed by 343 Industries, include;

  • For Subtitles:
    • Adjust the font size
    • Adjust the background opacity
    • Enable color coding of dialogue per speaker
    • Choose whether you’d like subtitles for all dialogue or just dialogue related to the narrative in Campaign
  • Customize menu and gameplay font size
  • Menu narration with adjustable narration speed for those who commonly utilize screen readers
  • A new mode called “Linear Navigation” that lets users navigate through the UI without the need to visually see how controls are positioned on-screen to access them
  • Option of changing the friendly and enemy colors to include more options than just red versus blue
  • More UI settings, such as HUD (Heads-up Display) and reticle opacity to make it easier to identify information in the HUD
  • Text-to-speech and speech-to-text options for players that want to participate in Voice Chat and either need to send synthesized voice or receive voice chat as synthesized text
  • New customizations for players to control their sound experience with different volume sliders for a variety of sounds in the game
  • Customizability for both controller and Keyboard and Mouse to rebind keys, adjust sensitivity, and change to taps and toggles versus holds
  • A new Movement Assisted Steering feature, which lets you use additional controls to help steer wheeled vehicles rather than just the classic “look-to-steer” mechanic

343 also strongly believes that "representation in gaming matters." To live up to that mantra, it has worked with such organizations as Warfighter Engaged to "offer new prosthetic options for gamers to customize their Spartans."

According to 343, "accessibility is a journey," and it promises to continue to update Halo Infinite "in ways that empower as many people as possible to battle alongside the Master Chief."

Microsoft also revealed some of its plans to improve accessibility on Xbox, including adding new Game Accessibility Feature Tags on the Microsoft Store to help the Gaming & Disability community know what games have any of a list of 20 accessibility features implemented. These include "Narrated Game Menus, Subtitle options, Input Remapping, Full keyboard support, and Single Stick Gameplay."

There will also be other new features launching on Xbox soon, including Quick Settings, Color Filters, Night Mode Display, Globalization of Speech-to-Text / Text-to-Speech Chat Settings, and more.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Dota 2’s The International Tournament 2021 In-Person Event Cancelled Due to COVID-19

Due to the rising COVID-19 rates in Romania, Valve has made the decision to cancel the in-person event for Dota 2's The International 2021 tournament and will instead host a digital-only event.

Valve shared the news in a blog, confirming that all ticket sales will be refunded for those who were planning on attending the event in person.

"We have been carefully evaluating the continued rise of Covid rates in Romania, as well as the resulting introduction of new local restrictions in Bucharest," Valve wrote. "To ensure the safety of all players, talent, and production staff participating in the event, we have decided to refund all ticket sales for The International 2021.

"We wanted nothing more than to welcome fans live to the event, but we can no longer do so in a way that allows us to prioritize the health and well-being of both audience members and participants. Those who purchased tickets will be issued a full refund automatically.

"The International 2021 will begin as planned on October 7, and we look forward to welcoming the best Dota teams in the world to the stage and sharing the experience online with millions of fans around the world."

As reported by Reuters, these new restrictions were put in place in Romania following new COVID-19 infections reaching 12,032 on Thursday, September 30. The country also has the second-lowest vaccination rate in the European Union.

Assuming everything is still "as planned," The International 10 - Dota 2 Championships' Group Stage will run from October 7 -10 and Main Stage play will begin on October 12. On October 17, the two top Dota 2 teams will "face off for the Aegis and their shares of the $40,018,195 prize pool that awaits."

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Dota 2’s The International Tournament 2021 In-Person Event Cancelled Due to COVID-19

Due to the rising COVID-19 rates in Romania, Valve has made the decision to cancel the in-person event for Dota 2's The International 2021 tournament and will instead host a digital-only event.

Valve shared the news in a blog, confirming that all ticket sales will be refunded for those who were planning on attending the event in person.

"We have been carefully evaluating the continued rise of Covid rates in Romania, as well as the resulting introduction of new local restrictions in Bucharest," Valve wrote. "To ensure the safety of all players, talent, and production staff participating in the event, we have decided to refund all ticket sales for The International 2021.

"We wanted nothing more than to welcome fans live to the event, but we can no longer do so in a way that allows us to prioritize the health and well-being of both audience members and participants. Those who purchased tickets will be issued a full refund automatically.

"The International 2021 will begin as planned on October 7, and we look forward to welcoming the best Dota teams in the world to the stage and sharing the experience online with millions of fans around the world."

As reported by Reuters, these new restrictions were put in place in Romania following new COVID-19 infections reaching 12,032 on Thursday, September 30. The country also has the second-lowest vaccination rate in the European Union.

Assuming everything is still "as planned," The International 10 - Dota 2 Championships' Group Stage will run from October 7 -10 and Main Stage play will begin on October 12. On October 17, the two top Dota 2 teams will "face off for the Aegis and their shares of the $40,018,195 prize pool that awaits."

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.